highlike

Bruce Nauman

Nature Morte
Nature Morte focuses on Nauman’s long relationship to his own studio, a variation on his four unique multi-projection videos, Mapping the Studio (2001). Three viewing stations, each consisting of an iPad linked to a wall-sized projection, provide an interactive exploration of the 3D studio space. Only now the artist is absent, and the participant becomes performer as he/she manipulates the large scale video projections on an iPad using touch control. The participant is free to navigate anywhere throughout the space, selecting broad vistas or individual objects. Using a hand-held 3D scanner, Nauman recorded hundreds of images that allow participants to select an object and locate close-up anything found there, and further reorient the image to see an object from above and below, and at times inside-out. The resulting mobility intensifies the experience of the viewer/performer. Presenting a static, but immersive re-creation of his studio space, Nauman’s pieces once again play at the tenuous lines between the body and space, perception and physical material.

Amigo & Amigo

Affinity
Affinity is an immersive interactive light and sound installation inspired by the human brain. Each light globe represented a memory, as people approached Affinity different memories could be heard. When people touched the memory a light would trigger, the longer they touched the further their light would travel throughout the sculpture. Affinity features 62 different colour combinations and 112 points of interaction.

Rachel Rossin

Stalking the Trace
Stalking the Trace est une installation VR multi-spectateurs qui se déroule dans une série d’enceintes, renforcées par l’audio, l’éclairage et les projections pour créer une atmosphère immersive sensorielle dans la galerie. Rossin utilise le mouvement du spectateur à travers l’espace comme méthode pour interroger le désir humain de contrôle et d’agence, et la notion de temps avec le sujet humain en son centre.
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Stalking the Trace is a multi viewer VR installation, takes place within a series of enclosures, heightened by audio, lighting and projections to create a sensory immersive atmosphere within the gallery. Rossin utilises the movement of the viewer through the space as a method to interrogate the human desire for control and agency, and the notion of time with the human subject at its centre.
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Stalking the Trace – это многопользовательская VR-инсталляция, действие которой происходит в серии ограждений, усиленных звуком, освещением и проекциями для создания чувственной иммерсивной атмосферы в галерее. Россин использует движение зрителя в пространстве как метод исследования человеческого стремления к контролю и свободе действий, а также понятия времени с человеческим субъектом в его центре.

ARTECHOUSE

Aqueous
Inspired by the color blue’s calming qualities, Aqueous is a deep dive into our water-filled surroundings. Whether looking out at the vast horizon of the ocean or listening to the bubbling flow of a stream, water instills a sense of peace and relaxation. Through exploring the textures of liquid in all its states, this immersive installation seeks to soothe the spirit and inspire action to preserve this natural resource.

BILL VIOLA

The Raft
The Raft depicts at life-sized scale a group of ordinary people casually standing together. Suddenly, they are struck by strong blasts of water that rush in, overtake them, and then, just as unexpectedly, recede. In the aftermath of the deluge, the victims huddle together, seek protection, and help those who have fallen. The viewer experiences this event in an immersive setting, standing in a darkened room and surrounded by the roaring sounds of the water. Meticulously captured in slow-motion, The Raft arouses a visceral experience of human calamity and shared humanity, provoking a consideration of the range of responses to crisis.

FACTORY FIFTEEN

Kokon
“Kokon ist eine sphärische, immersive Videoinstallation von 360 ° x 220 °, die wir im eigenen Haus entworfen, inszeniert und produziert haben. Cocoon platziert die Teilnehmer in mehreren Schalen abstrakter und figurativer architektonischer Räume, die sich langsam ablösen. Cocoon glaubt, dass Architektur nicht statisch ist, sondern vergänglich, sich entwickelnd und animiert. Unsere Stadt ist unser Kokon. “ Fabrik fünfzehn

LUCID CREATES

Futures
Futures nutzt die optischen Täuschungen von Licht, Ton und Spiegeln, um das Publikum an einen Ort zu bringen, an dem gute Dinge geschehen sind und die Zukunft, die wir wollen, jetzt existiert. Futures ist ein immersiver Raum, in dem das Publikum Illusionen erlebt, die alles offenbaren können, von der Verarbeitung von Raum und Zeit bis zur Wahrnehmung des Bewusstseins. Es ist eine modulare Lichtinstallation, die verschiedene Formen annimmt. Es wird hier als Gehweg aus Spiegeln und Lichtern gezeigt, die nach innen zu einem Fluchtpunkt tunneln.

Nonotak

Versus
Elaborated by the French/Japanese duo Nonotak, ‘VERSUS’ is an immersive A/V experience that questions the relationship between 360° image and sound. The viewer finds himself submerged, at the centre of a perfectly geometric environment that constantly redefines space by breaking distances between projection, audience and screen. The work gives the illusion of a new type of architecture, a world created from distortions that shatter boundaries, and that brings the idea of infinity.

Adrien M & Claire B

Équinoxe
A concert-show. A visual and audio journey. Moving digital images. A moment, ephemeral and unique. An immersive road movie with live music, created as an allusion to the performance Hakanaï. The encounter of two worlds : that of the band Limousine with its instrumental music, both pop and jazz, contemplative and graceful with that of Adrien M & Claire B and its abstract landscapes of images, vertiginous and poetic.

David Spriggs

Vision II
David Spriggs’ Vision artwork series have a distinct focus on the senses. Accentuated by an affinity between its subject matter and the fragmentary nature of the medium, there is a tension created between form and emptiness. Appearing both as an implosion and as an explosion depending on the one’s perception, the viewer has the sense that he/she is observing a form in becoming, yet at the same time breaking down. The immersive experience created by Vision provides the audience with the impression that they are in the midst of witnessing an event, something of monumental proportions akin to the Big Bang. In changing viewpoints by navigating around the work, Vision is continually altered, breaking down at the sides so that the viewer can only see the edge planes of multiple sheets, begging the question: Is there in fact a form, or just individual images?

Refik Anadol

Quantum memories
Quantum Memories is Refik Anadol Studio’s epic scale investigation of the intersection between Google AI Quantum Supremacy experiments, machine learning, and aesthetics of probability. Technological and digital advancements of the past century could as well be defined by the humanity’s eagerness to make machines go to places that humans could not go, including the spaces inside our minds and the non-spaces of our un- or sub-conscious acts. Quantum Memories utilizes the most cutting-edge, Google AI’s publicly available quantum computation research data and algorithms to explore the possibility of a parallel world by processing approximately 200 million nature and landscape images through artificial intelligence. These algorithms allow us to speculate alternative modalities inside the most sophisticated computer available, and create new quantum noise-generated datasets as building blocks of these modalities. The 3D visual piece is accompanied by an audio experience that is also based on quantum noise–generated data, offering an immersive experience that further challenges the notion of mutual exclusivity. The project is both inspired by and a speculation of the Many-Worlds Interpretation in quantum physics – a theory that holds that there are many parallel worlds that exist at the same space and time as our own.

Jonathan Monaghan

Den of Wolves
Den of Wolves is a video installation drawing on a range of references to weave a new multi-layered mythology. The work follows three bizarre wolves through a series of increasingly surreal retail stores as they search for the regalia of a monarch. Composed of one continuous camera shot, the work is an immersive, dreamlike journey drawing connections between popular culture, institutional authority and technological over-dependence.

Liz West

Our Colour
Does colour change the way you feel? What does it feel like to be inside a rainbow? For the 2016 edition of the Bristol Biennial British artist Liz West invited visitors to drench themselves in the spectrum. West transformed architectural space and turned colour into an immersive and embodied experience by refracting light through carefully arranged coloured theatre gels. A vivid world was created, exploring human visual perception and how colour affects our emotions and our bodies.

Moment Factory

Animistic Imagery
The exhibit introduces visitors to Duffy, the AI Artist, with an invitation to collaborate inside her Symbiotic Studio. This immersive space, made possible through projection mapping and interactive technology, invites guests to become the AI’s muse. As Duffy captures movements generated by visitors through real-time tracking, she draws links and connections, consulting a vast collection of colors and archetypal images of life on Earth. The result is an infinite series of surprising works of art—an artificial interpretation of humanity and the natural world.

Cokau Lab

H²élyos
H²élyos takes you into an imaginary world where unreal monsters coexist. These Titans are looking for a single goal, the light of the god H²élyos. He is the eye of the world. He is the one who sees everything. This project was originally designed as a 360-degree experience for The Immersive Art Festival, devoted to immersive digital design […] It used all the atelier technological power : 140 video-projectors, 50 speakers, 3000 m2 of projection surface.

Refik Anadol

WDCH Dreams
The Los Angeles Philharmonic collaborated with media artist Refik Anadol to celebrate our history and explore our future. Using machine learning algorithms, Anadol and his team has developed a unique machine intelligence approach to the LA Phil digital archives – 45 terabytes of data. The results are stunning visualizations for WDCH Dreams, a project that was both a week-long public art installation projected onto the building’s exterior skin (Sept 28 – Oct 6, 2018) and a season-long immersive exhibition inside the building, in the Ira Gershwin Gallery.

ADRIEN M / CLAIRE B

The Movement of Air

A frontal show for three dancers evolving in an immersive environment made up of images projected, generated and animated live. A show where two impossible ones come together: the body that flies, thanks to suspension devices and the body that fits into the image. An acrobatic and digital choreographic writing which outlines a body language opening onto other relationships to time, space and the world. Beyond the search for technical prowess, it is that of a dreamlike movement and writing through images.

HITO STEYERL

Factory of the sun
In this immersive work, which debuted at the 2015 German Pavilion at the Venice Biennale, Steyerl probes the pleasures and perils of image circulation in a moment defined by the unprecedented global flow of data. Ricocheting between genres—news reportage, documentary film, video games, and internet dance videos—Factory of the Sun uses the motifs of light and acceleration to explore what possibilities are still available for collective resistance when surveillance has become a mundane part of an increasingly virtual world. Factory of the Sun tells the surreal story of workers whose forced moves in a motion capture studio are turned into artificial sunshine.

Factory Fifteen

Cocoon
“Cocoon is a 360° x 220° spherical, immersive video installation we designed, directed and produced in house. Cocoon places the participants inside several shells of abstract and figurative architectural spaces, which slowly peel away. Cocoon believes architecture is not static, but is transitory, evolving and animated. Our city is our cocoon.” Factory Fifteen

localStyle (Marlena Novak & Jay Alan Yim) in collaboration with Malcolm MacIver

Scale
‘scale’ is an interspecies art project: an audience-interactive installation that involves nocturnal electric fish from the Amazon River Basin. Twelve different species of these fish comprise a choir whose sonified electrical fields provide the source tones for an immersive audiovisual environment. The fish are housed in individual tanks configured in a custom-built sculptural arc of aluminum frames placed around a central podium. The electrical field from each fish is translated into sound, and is thus heard — unprocessed or with digital effects added, with immediate control over volume via a touchscreen panel — through a 12-channel surround sound system, and with LED arrays under each tank for visual feedback. All software is custom-designed. Audience members interact as deejays with the system. Amongst the goals of the project is our desire to foster wider public awareness of these remarkable creatures, their importance to the field of neurological research, and the fragility of their native ecosystem.The project leaders comprise visual/conceptual artist Marlena Novak, composer/sound designer Jay Alan Yim, and neural engineer Malcolm MacIver. MacIver’s research focuses on sensory processing and locomotion in electric fish and translating this research into bio-inspired technologies for sensing and underwater propulsion through advanced fish robots. Novak and Yim, collaborating as ‘localStyle’, make intermedia works that explore perceptual themes, addressing both physical and psychological thresholds in the context of behavior, society/politics, and aesthetics.

Chris Salter

n-Polytope: Behaviors in Light and Sound after Iannis Xenakis
N_Polytope: Behaviors in Light and Sound After Iannis Xenakis is a spectacular light and sound performance-installation combining cutting edge lighting, lasers, sound, sensing and machine learning software inspired by composer Iannis Xenakiss radical 1960s- 1970s works named Polytopes (from the Greek ‘poly’, many and ‘topos’, space). As large scale, immersive architectural environments that made the indeterminate and chaotic patterns and behaviour of natural phenomena experiential through the temporal dynamics of light and the spatial dynamics of sound, the Polytopes still to this day are relatively unknown but were far ahead of their time. N_Polytope is based on the attempt to both re-imagine Xenakis’ work with probabilistic/stochastic systems with new techniques as well as to explore how these techniques can exemplify our own historical moment of extreme instability.

KEITH ARMSTRONG

Shifting Intimacies
An interactive/media artwork for one person at a time. Each participant enters a large, dark space containing two circles of projected film imagery presented within an immersive sound environment. One image floats upon a disc of white sand and the other on a circle of white dust. Participants’ movements direct and affect the filmic image and spatialised audio experience. Throughout the work a layer of dust (an artificial life form) slowly eats away and infuses itself deep into the imagery and sound. Each person has 10 minutes alone with the work. Their movement through the space continually affects speed, quality, balance and flow within the work. At the end of the experience they are invited to climb a lit platform and cast dust back onto the images below.

REJANE CANTONI & LEONARDO CRESCENTI

Tunnel
File Festival
“Tunnel” is a kinetic, immersive and interactive sculpture, composed of 92 porticos that become disordered in function of the position and body mass of the interactor. Numerous users can simultaneously enter and interact with the machine. Interactors agency the machine via their position and weight. An example of interaction is: you go into the “Tunnel” and stand by one of the side walls. In this case, the relative position and the gravitational force of your body provoke variations of floor height. The floor inclines up to 5º, the associated porticos progressively rotate in the corresponding direction and angle, and this propagates ondulatory movements throughout the entire installation. For the outside observer, the internal movement or your displacement in relation to the installation produces kinetic optic effects.

Raven Kwok

1194D^3
Initially started as a tweak of 115C8 in 2013, one of Kwok’s Algorithmic Creatures based on finite subdivision, 1194D is an experiment on multiple geometric creatures co-existing within a tetrahedron-based grid environment. In 2017, The project was improved and revised into an immersive triple-screen audiovisual installation as 1194D^3 for .zip Future Rhapsody art exhibition curated by Wu Juehui & Yan Yan at Today Art Museum in Beijing, China. The entire visual is programmed and generated using Processing. All stages are later composed and exported using Premiere.

Hrafnhildur Arnardóttir

chromo sapiens
Icelandic artist Hrafnhildur Arnardóttir / Shoplifter has transformed a warehouse in Giudecca into a multi-sensory, cavernous environment with a cacophonous amount of her signature material, synthetic hair. Color, sound and irresistible textures guide visitors through three distinct chambers provoking an immersive experience of visual and auditory stimuli.

Pedro Veneroso

file festival 2019
‘Tempo: cor’(Time:color) consists of an immersive installation that seeks to modify our experience of time by converting hours into color. A set of chromatic clocks, each set to a different GMT time zone, projects, in a semicircle, the current time in their mathematical and chromatic representations. The conversion between these two forms of time representation is based on an algorithm composed of sinusoidal functions that modulates the RGB colors as a function of the current time, gradually modifying the intensities of blue, green and red throughout the day: at midday yellow predominates, while at four in the afternoon the hour is red; midnight is blue, six o’clock in the morning is green. Side by side, the colors projected by the clocks merge, creating an immersive experience of a continuous and circular time, between the different time zones, that crosses the entire chromatic spectrum. This installation is part of a series of works in which I investigate the relationships between human notations and codes and our experience of space-time, seeking to change the ways we understand it; in this case, visitors immerse themselves in a spatial experience of time that provokes the questioning of notations and perceptions that we usually consider axiomatic. Changing the way we represent time will change our way of experiencing it?

HALO

SEMICONDUCTOR
HALO is a large scale immersive artwork which embodies Semiconductor’s ongoing fascination with how we experience the materiality of nature through the lens of science and technology. Taking the form of a large cylinder, the structure houses a 360-degree projection of scientific data while an array of 384 vertical wires are played by the same data, to produce the sound. The work draws the viewer into its centre in order to inhabit the results of particle-collisions, produced by experiments taking place at CERN, in Geneva, Switzerland.

diller scofidio + renfro

musings on a glass box
‘Musings on a glass box’ occupies the entire ground floor of the jean nouvel-designed building, generating an immersive and captivating environment split between two adjacent gallery spaces. In the first volume, a fabricated leak in the ceiling generates single droplets of water, which then fall from 12 specified points in the structure’s roof. Each drip is then caught below in a red robotic bucket that moves in synchronization with the falling water. At the same time, an enormous LED screen hung within the neighboring gallery invites visitors to view nouvel’s ceiling from the perspective of the bucket, projecting a wavy and distorted image.

KURT HENTSCHLAGER

Zee
File Festival 

Immersive Audiovisual Environment Artificial Fog, Stroboscopes, Pulse Lights and Surround Sound, 2008

ZEE proposes a state of tabula rasa and unfolds without a narrative or reproducible imagery.The audience wanders freely in a space filled with extremely dense fog that fully obscures all of its boundaries. Stroboscopic- and pulse lights illuminate the fog, in a softened and evenly dispersed manner, creating kaleidoscopic three-dimensional structures in constant animation. An ambient and minimal sound-scape connects to the imagery, without directly synchronizing to it.The core visual impression of ZEE is of a psychedelic architecture of pure light, an abstract luminescent landscape enveloping the visitor. Time appears to stand still.

RYOJI IKEDA

池田亮司
이케다 료지
Редзи Икеда
Transfinite
test pattern [n˚2] presents flickering black and white imagery that floats and convulses in darkness on two screens, one on the floor and another floor to ceiling, in time with a stark and powerful, highly synchronised soundtrack. Through a real–time computer programme, Ikeda’s audio signal patterns are converted into tightly synchronised barcode patterns on the screens. Viewers are literally immersed in the work, and the velocity of the moving images is ultra–fast, some hundreds of frames per second, providing a totally immersive and powerful experience. The work provides a performance test for the audio and visual devices, as well as a response test for the audience’s perceptions.

ANN HAMILTON

アン·ハミルトン
앤 해밀턴
the event of a thread

Ann Hamilton is a visual artist internationally recognized for the sensory surrounds of her large-scale multi-media installations. Using time as process and material, her methods of making serve as an invocation of place, of collective voice, of communities past and of labor present. Noted for a dense accumulation of materials, her ephemeral environments create immersive experiences that poetically respond to the architectural presence and social history of their sites.

JAMES TURRELL

جيمس توريل
詹姆斯·特瑞尔
ג’יימס טורל
ジェームズ·タレル
설치작품 제임스 터렐
Джеймса Таррелла
Bindu Shards
Bindu Shards is a “fully immersive visual and auditory work to be experienced by one person at a time.” One is strapped down and sealed in for 15 minutes in this white chamber and exposed to monotone sound and color.

Madi Boyd

the Point of Perception
Produced in collaboration with neuroscientists at UCL, Beau Lotto and Mark Lythgoe, this work is art and science; we intend it as an experiment in the gallery. It manifests as an immersive environment consisting of a ‘screen’ which is a large gridded space of uncertainty and projected film.The project came about after I undertook a period of research of the human visual system and neuroesthetics and set up a collaboration with Professor Mark Lythgoe and Dr Beau Lotto at UCL.

Antonio Pio Saracino

INFINITUM
INFINITUM is an immersive art – architectural installation presented at the Sharjah Art Museum on the occasion of the Islamic Arts Festival 2019/20, 22nd Edition. Arches are typical in Mosques’ design. […] Islamic Arches buildings are typically constructed of stone, wood being rarer in the original Middle Eastern homelands of the Umayyads. The rows of Columns and Arches give a visual impression of limitless space, as a metaphor of the progress for human civilization, maximizing spiritual symbolism and visual appeal – progressing towards an ideal civilization. It refers to centuries of human civilization and the creation of prospective in social spaces and the openness to open possibilities of human life.

Luiz Olivieri

Espaco Ressonante
…immersive and interactive, in which the public can enter bodily. Each work has dimensions of 150 x 120 x 60 cm, and is composed of wood, speaker, magnifier, acrylic and a 10-minute audio.

Lina Ghotmeh

Light in Water Installation
‘Light in Water’ is a site-specific installation intended to provide an immersive and emotional experience. It was previously presented at Milan Design Week 2011. The installation took advantage of the unique status of the venue – one of the oldest concrete domes in Paris. The installation was thus adapted to the circular form of the space, defining the inner sanctuary as a ‘place to be’ and an outer area as a space for a bystander. There are sixteen rings of slotted tubes on the ceiling. From each hole, 60 drops of water fall every minute; in total 3 tons of water circulate in the space. The LED lights vibrate between on and off, with frequencies ranging from the shortest interval possible, at 7μs, allowing the viewer to materialise a point of light in water, up to 6000μs, where light becomes the line of water.

Jennifer Steinkamp

Jennifer Steinkamp uses computer animation to create video projections and immersive installations, dynamic works that explore the relationship between architectural space, motion, and perception. When projected, Steinkamp’s dimensionally modeled images create the illusion of receding space, generating a dialogue with the real space occupied by the viewer. Steinkamp’s imagery ranges from abstract undulating forms to subjects drawn from nature, such as the cascade of flowers in her 2008 series, “It’s a nice day for a white wedding.”

REJANE CANTONI & LEONARDO CRESCENTI

Túnel
«Tunnel» est une sculpture cinétique, immersive et interactive, composée de 92 portiques qui se désordonnent en fonction de la position et de la masse corporelle de l’interacteur. De nombreux utilisateurs peuvent simultanément entrer et interagir avec la machine. Les interacteurs agissent sur la machine par leur position et leur poids. Un exemple d’interaction est: vous entrez dans le «Tunnel» et vous vous tenez près de l’un des murs latéraux. Dans ce cas, la position relative et la force gravitationnelle de votre corps provoquent des variations de hauteur du sol. Le sol s’incline jusqu’à 5 °, les portiques associés tournent progressivement dans la direction et l’angle correspondants, ce qui propage des mouvements ondulatoires dans toute l’installation. Pour l’observateur extérieur, le mouvement interne ou votre déplacement par rapport à l’installation produit des effets optiques cinétiques.

Sheela Gowda

Behold
Behold 2009 is an immersive large-scale installation by the South Indian artist Sheela Gowda. This work consists of four kilometres of hand knotted rope and approximately twenty car bumpers. The bumpers are suspended against the gallery wall, individually or in sets, from ropes made of braided human hair, which are knotted around the metal. The ropes extend irregularly between the hanging bumpers in small and large loops, as well as being gathered on the floor in piles and heaps, some of which can also be suspended from the ceiling. In this way the installation can take over a single gallery space or occupy a single stretch of wall.

JON MCCORMACK

flicker

Flicker is an immersive electronic environment of generative image and sound. A collaborative work with Oliver Bown. Based on biological models of firefly behaviour, Flicker generates an ever shifting rhythmic, meditative environment to the viewer. Flicker uses 4 channels of synchronised high definition video and 8 channels of sound to immerse the viewer in a phenomenologically rich environment of artificial life. The work is a large-scale agent-based simulation, with each agent providing a rhythmic pulse at regular intervals. Agents try to synchronise their pulse with other agents in their immediate neighbourhood. The collective pulsations of groups of local agents are spatially sonified with int exhibition space. Over time, large groups synchronise at different rates, leading to complex visual and aural structures, syncopating and constant shifting in to a long term complexity.

Design I/O

Theo Watson, Emily Gobeille and Nick Hardeman
Connected Worlds
Connected Worlds is an immersive, interactive ecosystem that was designed for the New York Hall of Science. It’s an installation of six smaller ecosystems, actually—all of which are connected, much like real ecosystems are. The difference here is that the environments only exist on massive screens connected by a 3,000-ft² interactive floor.

Kurt Hentschlager

ZEE

Expérience immersive forte alliant approche méditative et implication physique, Zee s’inscrit dans le travail sur la représentation humaine et ses ressorts psychologiques poursuivi par Kurt Hentschläger. Une expérience qui se suit comme un véritable fil d’Ariane.Savez-vous vraiment ce que signifie faire l’expérience physique d’une œuvre numérique immersive ? Ceux qui ont eu la chance d’expérimenter le Feed de Kurt Hentschläger, plongée radicale au cœur d’une matière instable de brouillard artificiel dense, de lumières stroboscopiques et de fréquences sonores électroniques pulsatives répondront sans doute par l’affirmative. Pour les autres, l’épreuve de rattrapage ultime aura pour nom Zee, pièce rare et prolongement de Feed, présentée au Centquatre parisien dans le cadre de l’exposition Trouble Makers, fil rouge de Némo, le festival arts numériques d’Arcadi Île-de-France. Ancienne moitié du duo de défricheurs numériques extrêmes Granular Synthesis, Kurt Hentschläger cultive le goût des environnements déstabilisants et trouve dans Zee le dispositif déambulatoire idoine pour nous prêter au jeu. « Zee fait partie de la même série de travaux que Feed, mais en format installation », explique l’artiste autrichien basé à Chicago. « Zee fonctionne en mode huis clos, dans un espace totalement fermé. Dès que l’on entre, le brouillard est déjà là. Il remplit l’espace dans lequel vous êtes invitez à vous déplacer. Par rapport à Feed, où le public reste assis à un endroit précis, il y a donc davantage de flexibilité dans l’expérimentation du dispositif. Cette idée de déambulation dans l’espace induit un climat différent. C’est peut-être encore plus intimidant pour certains mais pour moi cela donne à Zee une connotation plus méditative. »Procéder à l’expérience nécessite véritablement de se prendre en main.

P-A-T-T-E-R-N-S

The Textile Room

Los Angeles-based P-A-T-T-E-R-N-S is among the most intriguing and progressive firms working in architecture today. They seem relentless in pushing boundaries in areas like ultra-light-weight high-tech materials and immersive media. They are also very thoughtful and patient in the way they approach design.This is good because what they are engaged in and the way they work takes time. By collaborating with engineers and innovators in different industries they are slowly changing the way architecture is carried out and conceived on material and ontological levels. They don’t do spec homes, they do what’s new, and sometimes try to do what hasn’t been done yet.

JENNIFER STEINKAMP

Street Views

Jennifer Steinkamp uses computer animation to create video projections and immersive installations, dynamic works that explore the relationship between architectural space, motion, and perception. When projected, Steinkamp’s dimensionally modeled images create the illusion of receding space, generating a dialogue with the real space occupied by the viewer. Steinkamp’s imagery ranges from abstract undulating forms to subjects drawn from nature, such as the cascade of flowers in her 2008 series, “It’s a nice day for a white wedding.”

FLORIAN HECKER

فلوريان هيكر
フロリアン·ヘッカー
Sound Installation
In his installations, live performances and publications, Florian Hecker deals with specific compositional developments of post-war modernity, electroacoustic music as well as other, non-musical disciplines. He dramatizes space, time and self-perception in his sonic works by isolating specific auditory events in their singularity, thus stretching the boundaries of their materialization.
Their objectual autonomy is exposed while simultaneously evoking sensations, memories and associations in an immersive intensity. Some of his works incorporate psycho-acoustic phenomena, disorienting listeners’ spatial perceptions and expanding their conception about sound. Hecker’s most recent recording, Speculative Solution ( Editions Mego, 2011), brings together Hecker’s sonic practice and psychoacoustic experimentation with philosopher Quentin Meillassoux’s concept of ‘hyperchaos’ – the absolute contingency of the laws of nature.
During his residency at MIT, Florian Hecker will research a new sound piece that takes the concept of the “auditory chimera” as point of departure. Originally developed at MIT by Bertrand Delgutte, senior research scientist at the MIT Research Laboratory of Electronics, the concept of the auditory chimera inspires an exploration of the relationship between pitch perception and sound localization. Hecker will create a text and sound piece that incorporates the recordings of material read by students. Using an anechoic chamber he will work with students to explore the experiential nature of psycho-acoustic practice.